Managing Private VPS Locations in the Developer Portal
Private VPS Locations that you create for development purposes are managed in the lightship.dev developer portal. After you submit a private scan, you can log in to the portal to see the status of your submitted scan. You can also use the portal to browse all your submitted Private VPS Locations, and delete ones that you no longer need.
To see your list of submitted Private VPS Locations and their current status, log in to lightship.dev/account and navigate to My Meshes. Here you can see details of all your submitted Private VPS Locations.
Understanding Private VPS Location Status
Your Private VPS Locations will display a Status of Processed, Processing, or Failed.
If the Private VPS Location is marked Processed, it is ready to be used for VPS localization and VPS Wayspot Anchors.
If the Private VPS Location is marked Processing, it’s being processed and isn’t ready to be used for VPS localization or Wayspot Anchors yet.
If the Private VPS Location is marked Failed, the submitted scan encountered issues when it was processed by Niantic. You’ll need to re-submit your private scan using the Niantic Wayfarer app.
Deleting Private VPS Locations
If you no longer need a Private VPS Location, click Manage Meshes at the top of the list of scans, and then click the Trash Can icon next to the Private VPS Location you want to delete.
You can download a mesh for your Private VPS Location that you can use for development purposes in your Unity project.
Meshes are only available for successfully Processed Private VPS Locations. To download a mesh, click the download arrow in the Private VPS Location row.
When you download a mesh, you’ll get a zipfile that contains mesh data in FBX format, and a
.b64 file that contains the origin anchor for the mesh.
The origin anchor is generated each time you download the private mesh zipfile, however previously downloaded anchors for the same mesh are still valid and can still be used as long as the private scan is still valid.
When placing your virtual content in Unity, you can import the FBX mesh to help you position your virtual content relative to the mesh. When running on your device, you’ll localize to your Private VPS Location, restore the origin anchor, and position your virtual content relative to the origin anchor.
When importing the FBX mesh in Unity, check Bake Axis Conversion in the Model section of the import settings in the Unity inspector. Baking the transform into the mesh ensures the mesh transform won’t get overwritten on the GameObject when the anchor position is updated.
Use the following steps to restore the origin anchor when running on the device.
.b64file in a text editor and copy the anchor string to your clipboard.
In your scene script, first deserialize the anchor string into a Wayspot Anchor payload.
using Niantic.ARDK.AR.WayspotAnchors; payload = WayspotAnchorPayload.Deserialize(your_origin_anchor_b64String);
Treat the deserialized payload as an existing
WayspotAnchorPayloadand use it to restore the Wayspot Anchor. See Using Wayspot Anchors and the WayspotAnchors example scene in ARDK-examples for more details.
Once the anchor has been successfully restored, you can use the anchor position and orientation to place a GameObject that tracks the anchor’s position via a
WayspotAnchorTrackercomponent, and add your virtual content as child GameObjects with positions relative to the origin anchor. When the origin anchor gets position updates, update your GameObjects as needed. See Handle Anchor Tracking Updates for more details on using